You might expect game development methodologies and best-practices to differ from how we develop software (I did). But John Romero (Keen, Wolf3D, Doom, Quake, Diakatana, Deus Ex, etc) just gave a talk last month where he talked about all the lessons iD Software learned while developing their games in the early days. A lot of them are very suspiciously similar to agile/xp/iterative development methodologies we believe in:

“Try to code transparently. Tell your lead and peers exactly how you are going to solve your current task and get feedback and advice. Do not treat game programming like each coder is a black box. The project could go off the rails and cause delays.”

“Programming is a creative art form based in logic. Every programmer is different and will code differently. It’s the output that matters.”